132 lines
6.7 KiB
C#
132 lines
6.7 KiB
C#
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Rendering.RenderGraphModule;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.RendererUtils;
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using UnityEngine.Rendering.Universal;
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// This example clears the current active color texture, then renders the scene geometry associated to the m_LayerMask layer.
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// Add scene geometry to your own custom layers and experiment switching the layer mask in the render feature UI.
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// You can use the frame debugger to inspect the pass output.
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public class RendererListRenderFeature : ScriptableRendererFeature
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{
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class RendererListPass : ScriptableRenderPass
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{
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// Layer mask used to filter objects to put in the renderer list
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private LayerMask m_LayerMask;
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// List of shader tags used to build the renderer list
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private List<ShaderTagId> m_ShaderTagIdList = new List<ShaderTagId>();
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public RendererListPass(LayerMask layerMask)
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{
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m_LayerMask = layerMask;
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}
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// This class stores the data needed by the pass, passed as parameter to the delegate function that executes the pass
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private class PassData
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{
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public RendererListHandle rendererListHandle;
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}
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// Sample utility method that showcases how to create a renderer list via the RenderGraph API
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private void InitRendererLists(ContextContainer frameData, ref PassData passData, RenderGraph renderGraph)
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{
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// Access the relevant frame data from the Universal Render Pipeline
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UniversalRenderingData universalRenderingData = frameData.Get<UniversalRenderingData>();
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UniversalCameraData cameraData = frameData.Get<UniversalCameraData>();
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UniversalLightData lightData = frameData.Get<UniversalLightData>();
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var sortFlags = cameraData.defaultOpaqueSortFlags;
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RenderQueueRange renderQueueRange = RenderQueueRange.opaque;
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FilteringSettings filterSettings = new FilteringSettings(renderQueueRange, m_LayerMask);
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ShaderTagId[] forwardOnlyShaderTagIds = new ShaderTagId[]
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{
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new ShaderTagId("UniversalForwardOnly"),
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new ShaderTagId("UniversalForward"),
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new ShaderTagId("SRPDefaultUnlit"), // Legacy shaders (do not have a gbuffer pass) are considered forward-only for backward compatibility
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new ShaderTagId("LightweightForward") // Legacy shaders (do not have a gbuffer pass) are considered forward-only for backward compatibility
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};
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m_ShaderTagIdList.Clear();
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foreach (ShaderTagId sid in forwardOnlyShaderTagIds)
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m_ShaderTagIdList.Add(sid);
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DrawingSettings drawSettings = RenderingUtils.CreateDrawingSettings(m_ShaderTagIdList, universalRenderingData, cameraData, lightData, sortFlags);
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var param = new RendererListParams(universalRenderingData.cullResults, drawSettings, filterSettings);
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passData.rendererListHandle = renderGraph.CreateRendererList(param);
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}
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// This static method is used to execute the pass and passed as the RenderFunc delegate to the RenderGraph render pass
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static void ExecutePass(PassData data, RasterGraphContext context)
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{
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context.cmd.ClearRenderTarget(RTClearFlags.Color, Color.green, 1,0);
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context.cmd.DrawRendererList(data.rendererListHandle);
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}
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// This is where the renderGraph handle can be accessed.
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// Each ScriptableRenderPass can use the RenderGraph handle to add multiple render passes to the render graph
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public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData)
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{
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string passName = "RenderList Render Pass";
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// This simple pass clears the current active color texture, then renders the scene geometry associated to the m_LayerMask layer.
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// Add scene geometry to your own custom layers and experiment switching the layer mask in the render feature UI.
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// You can use the frame debugger to inspect the pass output
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// add a raster render pass to the render graph, specifying the name and the data type that will be passed to the ExecutePass function
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using (var builder = renderGraph.AddRasterRenderPass<PassData>(passName, out var passData))
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{
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// UniversalResourceData contains all the texture handles used by the renderer, including the active color and depth textures
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// The active color and depth textures are the main color and depth buffers that the camera renders into
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UniversalResourceData resourceData = frameData.Get<UniversalResourceData>();
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// Fill up the passData with the data needed by the pass
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InitRendererLists(frameData, ref passData, renderGraph);
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// Make sure the renderer list is valid
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//if (!passData.rendererListHandle.IsValid())
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// return;
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// We declare the RendererList we just created as an input dependency to this pass, via UseRendererList()
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builder.UseRendererList(passData.rendererListHandle);
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// Setup as a render target via UseTextureFragment and UseTextureFragmentDepth, which are the equivalent of using the old cmd.SetRenderTarget(color,depth)
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builder.SetRenderAttachment(resourceData.activeColorTexture, 0);
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builder.SetRenderAttachmentDepth(resourceData.activeDepthTexture, AccessFlags.Write);
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// Assign the ExecutePass function to the render pass delegate, which will be called by the render graph when executing the pass
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builder.SetRenderFunc((PassData data, RasterGraphContext context) => ExecutePass(data, context));
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builder.SetRenderFunc<PassData>(ExecutePass);
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}
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}
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}
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RendererListPass m_ScriptablePass;
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public LayerMask m_LayerMask;
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/// <inheritdoc/>
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public override void Create()
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{
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m_ScriptablePass = new RendererListPass(m_LayerMask);
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// Configures where the render pass should be injected.
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m_ScriptablePass.renderPassEvent = RenderPassEvent.AfterRenderingOpaques;
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}
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// Here you can inject one or multiple render passes in the renderer.
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// This method is called when setting up the renderer once per-camera.
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public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
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{
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renderer.EnqueuePass(m_ScriptablePass);
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}
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}
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